Movies and Gaming Headphones

Soldato
Joined
19 Nov 2004
Posts
12,564
Location
Wokingham
No idea what to look for. I have a C1 and a PS5 and I'd like to get some wireless headphones for both, preferably ones that support Atmos. I don't really game online so a mic isn't essential. Be good if I could use them with my phone too. Any ideas or recommendations would be appreciated!
 
I reckon so.

How are you looking to connect to the TV? Or would you connect to the PS5 and play films/use Atmos through that?
I'd like to be able to connect directly to either the TV or my soundbar (yamaha ysp 7200) with some kind of dongle or a Bluetooth connection if possible. I've never owned a pair of headphones for tv purposes before so not entirely sure what I should be looking for.
 
If you want to connect directly to the TV, it'll make things trickier, as you'll need to have a way of passing through Atmos directly. There are some headphones with base stations, but they'd need HDMI ARC input to get the sound.


The easiest way to do this would be to get a headset which connects to the PS5 and use that to stream any content in Atmos.
 
If you’re doing it via the PS5, something like the Steelseries Arctis Nova 7p/Pro or the Astro A50.


I know that the Nova Pro will do simultaneous connection with PS5 and mobile, but not sure on the others
Thanks. The Nova Pro looks good. I think I might lower the budget though to £150 max, but think I can get some Arctis 7p+ for that price.
 
How many ears do you have?

How do "atmos" headphones duplicate point source in 3d space from just two drivers? Google search

"using audio signal processing to convert the Atmos object metadata into a binaural, virtual 360-degree output for the headphone's two drivers."

Is this dsp applied on native atmos bitstream signal? Is there a "dvolby Atmos headphone soundtrack"on the BD? Every DSP virtual thing I've tried is just nothing like the real thing.

Also sound is more than just audible range it's inaudible sub bass which headphones can't replicate. Maybe even they had Dune thumper Integrated into the headband.
 
How do "atmos" headphones duplicate point source in 3d space from just two drivers? Google search

"using audio signal processing to convert the Atmos object metadata into a binaural, virtual 360-degree output for the headphone's two drivers."

Is this dsp applied on native atmos bitstream signal? Is there a "dvolby Atmos headphone soundtrack"on the BD? Every DSP virtual thing I've tried is just nothing like the real thing.

Also sound is more than just audible range it's inaudible sub bass which headphones can't replicate. Maybe even they had Dune thumper Integrated into the headband.

So what you’re saying is “DSP bad”

Okay :)
 
No idea what to look for. I have a C1 and a PS5 and I'd like to get some wireless headphones for both, preferably ones that support Atmos. I don't really game online so a mic isn't essential. Be good if I could use them with my phone too. Any ideas or recommendations would be appreciated!
My solution is not Atmos but it sounds better than when I was using the Xbox headset plus Dolby Atmos app on my series X. I'm using a pair of Shure Aonic 50 paired to an Aventree Oasis via optical to my C2. Or you could look at Maxwell Audeze, more expensive & supports 'atmos' but pre-order right now.
 
I've used atmos with a few headphones and it worked decently, it is of course purely artificial but those effects aren't necessarily bad.

That said, the equipment I was using was far higher end by an order of magnitude than anything you could possibly buy for £250 or under that is wireless.

The effect offered by "atmos headphone" will work (or should work) on literally any headphone unless it's somehow blocked, Corsair did this with their HS70 wireless as an example. I would not personally make it a purchasing consideration, but then I'd never use a wireless headphone at home with an aim for immersion.

I would not recommend it as a purchasing consideration.
 
Last edited:
How do "atmos" headphones duplicate point source in 3d space from just two drivers? Google search

"using audio signal processing to convert the Atmos object metadata into a binaural, virtual 360-degree output for the headphone's two drivers."

Is this dsp applied on native atmos bitstream signal? Is there a "dvolby Atmos headphone soundtrack"on the BD? Every DSP virtual thing I've tried is just nothing like the real thing.

Also sound is more than just audible range it's inaudible sub bass which headphones can't replicate. Maybe even they had Dune thumper Integrated into the headband.

It's what he's asked to be specced for him. I think the only solution is if you could work out a 7.2.4 system for him to buy instead
 
Back
Top Bottom